Building A Game Pitch
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Author | : Arran Topalian |
Publisher | : CRC Press |
Total Pages | : 111 |
Release | : 2023-12-06 |
Genre | : Computers |
ISBN | : 1003807275 |
Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021), a decade’s worth of industry experience and numerous industry-level pitches for a variety of organisations, including Mediatonic, Epic Games and GDC, this book will equip you with methodologies, best practices and insights around video game pitch design. It will guide you through a step-by-step process from initial conceptualisation and idea validation to communicating your pitches on paper clearly and effectively –as well as illustrating why such a process can be highly valuable. In a day and age where video game development is more competitive than ever, the value and importance of "lightning in a bottle" pitches has never been higher: foundational visions capable of delivering video games that stand apart from the crowd as industry-renowned titles, generating immense critical or commercial success which (after the awe has abated) usually triggers the same internal question –"why didn’t I think of that!?" As such, this book will cover: •How video game pitches can determine the success potential of a video game •How to conceptualise unique and compelling ideas for a video game •How to validate your ideas to better determine whether they are capable of becoming "lightning in a bottle" experiences –or even worth prototyping •How to structure, format and write a video game pitch in a manner that not only helps you better expand upon and understand your own pitch but also makes it easier for others to understand and buy into This book will be of great interest to both seasoned and early-career game designers, students studying game design courses and start-up founders seeking investment.
Author | : Wlad Marhulets |
Publisher | : |
Total Pages | : 270 |
Release | : 2020-06-29 |
Genre | : |
ISBN | : 9781735232508 |
If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.
Author | : Brian Upton |
Publisher | : CRC Press |
Total Pages | : 135 |
Release | : 2017-10-31 |
Genre | : Computers |
ISBN | : 1315398001 |
Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form.
Author | : Tracy Fullerton |
Publisher | : CRC Press |
Total Pages | : 540 |
Release | : 2014-03-05 |
Genre | : Computers |
ISBN | : 1482217163 |
Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design.
Author | : Dave Gray |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 290 |
Release | : 2010-07-14 |
Genre | : Business & Economics |
ISBN | : 1449395902 |
Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution
Author | : Brant Pinvidic |
Publisher | : Penguin |
Total Pages | : 258 |
Release | : 2019-10-29 |
Genre | : Business & Economics |
ISBN | : 0525540733 |
Want to deliver a pitch or presentation that grabs your audience’s ever-shrinking attention span? Ditch the colorful slides and catchy language. And follow one simple rule: Convey only what needs to be said, clearly and concisely, in three minutes or less. That’s the 3-Minute Rule. Hollywood producer and pitch master Brant Pinvidic has sold more than three hundred TV shows and movies, run a TV network, and helmed one of the largest production companies in the world with smash hits like The Biggest Loser and Bar Rescue. In his nearly twenty years of experience, he’s developed a simple, straightforward system that’shelped hundreds—from Fortune 100 CEOs to PTA presidents—use top-level Hollywood storytelling techniques to simplify their messages and say less to get more. Pinvidic proves that anyone can deliver a great pitch, for any idea, in any situation, so your audience not only remembers your message but can pass it on to their friends and colleagues. You’ll see how his methods work in a wide range of situations—from presenting investment opportunities in a biotech startup to pitching sponsorship deals for major sports stadiums, and more. Now it’s your turn. The 3-Minute Rule will equip you with an easy, foolproof method to boil down any idea to its essential elements and structure it for maximum impact. Simplify. Say less. Get More.
Author | : Jesse Schell |
Publisher | : CRC Press |
Total Pages | : 522 |
Release | : 2008-08-04 |
Genre | : Art |
ISBN | : 0123694965 |
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Author | : H. A. Dorfman |
Publisher | : Taylor Trade Publications |
Total Pages | : 359 |
Release | : 2002 |
Genre | : Sports & Recreation |
ISBN | : 1888698543 |
In this book, authors H.A. Dorfman and Karl Kuehl present their practical and proven strategy for developing the mental skills needed to achieve peack performance at every level of the game.
Author | : Amy Jo Kim |
Publisher | : Gamethinking.IO |
Total Pages | : 214 |
Release | : 2018-05-25 |
Genre | : Games |
ISBN | : 9780999788547 |
During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.
Author | : Lilla Rogers |
Publisher | : Quarry Books |
Total Pages | : 131 |
Release | : 2013-02-01 |
Genre | : Art |
ISBN | : 1610586360 |
Gain a wealth of information, inspiration, and know-how on moving your artistic career forward from one of the most successful illustration agents in the industry! I Just Like to Make Things is a dazzling, colorful volume of career and personal advice for artists, filled with ideas, playsheets (as opposed to worksheets), case studies, and tools for staying inspired and creative. These pages are grounded in the wisdom and experience gleaned from a long and buzzing career as creative juggernaut Lilla Rogers shares her analysis of leveraging various working styles and ways to keep your art fresh. Artist interviews provide inside details about the best jobs, as well as tips on how to work smart and stay creative. You’ll also find annotated case studies of several successful art jobs, in addition to coloring book pages, hand-drawn charts, and lots of crazy fun. Acquire real-life, professional advice from an artist known for setting the trend with I Just Like to Make Things!